Documente Academic
Documente Profesional
Documente Cultură
Level 10
General
Dungeon Walls
Dungeon Floor
Flagstone
Temperature
Average
Illumination
Corridors
Wandering
Monsters
Room #1
Someone has scrawled "The Azure Guild killed three ogres here" in
dwarvish runes here
Someone has scrawled "This is not a secret door" in draconic script here
East Entry #1
Secret (Search DC 20) Stuck Strong Wooden Door (break DC 23; hard 5, 20
hp)
The door is concealed behind a statue of a hydra, and opened by
reaching into several of its mouths
East Entry #2
Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10
hp)
Leads to room #39, inhabited by 6 x Ettin Skeleton
South Entry #1
South Entry #2
Room #2
Room Features
A magical mural on the south wall depicts the betrayal of whomever views
it, A pair of boots lies in the south-east corner of the room
North Entry #1
Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
North Entry #2
Trapped and Locked Iron Door (Open Lock DC 30, break DC 28; hard 10,
60 hp)
Forcecage and Summon Monster VII Trap: CR 10; magic device;
proximity trigger (alarm); automatic reset; multiple traps (one
forcecage trap and one summon monster VII trap); spell effect
(Forcecage, 13th level wizard); spell effect (Summon Monster VII, 13th
level wizard, hamatula); Search DC 32; Disable Device DC 32
South Entry #1
Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp) (slides
down, +1 to break DC)
Leads to room #14
South Entry #2
Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15;
hard 5, 10 hp)
Wide-Mouth Pit Trap: CR 9; mechanical; location trigger; manual reset;
DC 25 Reflex save avoids; 100 ft. deep (10d6, fall); multiple targets
(all targets within a 10 ft. by 10 ft. area); Search DC 25; Disable
Device DC 25
Leads to room #13
South Entry #3
Empty
Room #3
North Entry
Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)
Leads to room #61
East Entry #1
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Falling Block: CR 12; mechanical; location trigger; no reset; Atk +14
melee (11d6); multiple targets (all targets in a 10 ft. square area);
Search DC 24; Disable Device DC 26
Leads to room #17
East Entry #2
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Teleporter Crystal: CR 12; magic device; touch trigger; no reset;
teleport (teleported one level down, DC 18 Will save negates); Search
DC 28; Disable Device DC 28
South Entry
Trapped and Locked Iron Door (Open Lock DC 40, break DC 28; hard 10,
60 hp)
Wide-Mouth Pit Trap: CR 9; mechanical; location trigger; manual reset;
DC 25 Reflex save avoids; 100 ft. deep (10d6, fall); multiple targets
(all targets within a 10 ft. by 10 ft. area); Search DC 25; Disable
Device DC 25
Room Features
Monster
The room has a high domed ceiling, Spirals of gray stones cover the floor
7 x Wraith
Wraith: CR 5; Medium undead (incorporeal); HD 5d12; hp 32; Init +7; Spd
Fly 60 ft. (good) (12 squares); AC 15 (+3 dex, +2 deflection), touch 15, flatfooted 12; Base Atk +2; Grp -; Atk +5 melee (1d4 plus 1d6 Constitution
drain, incorporeal touch); Full Atk +5 melee (1d4 plus 1d6 Constitution
drain, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Constitution drain,
Hidden Treasure
Room #4
East Entry
South Entry
Secret (Search DC 30) Trapped and Locked Good Wooden Door (Open Lock
DC 40, break DC 18; hard 5, 15 hp)
A bookcase and concealed door pivots smoothly
Wail of the Banshee Trap: CR 10; magic device; proximity trigger
(alarm); automatic reset; spell effect (Wail of the Banshee, 17th level
wizard, DC 23 Fort save negates); multiple targets (up to 17 creatures);
Search DC 34; Disable Device DC 34
Room #5
Room Features
North Entry #1
Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
Leads to room #66
North Entry #2
Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23; hard 5, 20
hp)
The door is concealed behind a statue of a troll archer, and opened by
pulling an arrow in its quiver
Falling Block: CR 10; mechanical; location trigger; no reset; Atk +12
melee (10d6); multiple targets (all targets in a 10 ft. square area);
Search DC 28; Disable Device DC 26
Leads to room #6
East Entry
South Entry #1
Secret (Search DC 20) Trapped and Unlocked Iron Door (hard 10, 60 hp)
(slides up, +2 to break DC)
The door is concealed within an upright sarcophagus
Poisoned Spiked Pit Trap: CR 10; mechanical; location trigger; manual
reset; hidden lock bypass (Search DC 25, Open Lock DC 30); DC 20
Reflex save avoids; 50 ft. deep (5d6, fall); multiple targets (first target
in each of two adjacent 5 ft. squares); pit spikes (Atk +10 melee, 1d4
spikes per target for 1d4+5 plus poison each); poison (purple worm
poison [injury, Fort DC 24, 1d6 Str/2d6 Str]); Search DC 16; Disable
Device DC 25
South Entry #2
Ice Dart Trap: CR 12; magic device; proximity trigger (alarm); no reset;
Atk +12 ranged (12d6 cold); Search DC 24; Disable Device DC 26
Leads to room #74
Room Features
Monster
Numerous pillars line the north and south walls, A pile of wax blobs lies in
the south-east corner of the room
12 x Allip
Allip: CR 3; Medium undead (incorporeal); HD 4d12; hp 26; Init +5; Spd Fly
30 ft. (perfect) (6 squares); AC 15 (+1 dex, +4 deflection), touch 15, flatfooted 14; Base Atk +2; Grp -; Atk +3 melee (1d4 Wisdom drain, incorporeal
touch); Full Atk +3 melee (1d4 Wisdom drain, incorporeal touch);
Space/Reach 5 ft./5 ft.; SA Babble, madness, Wisdom drain; SQ Darkvision
60 ft., incorporeal traits, +2 turn resistance, undead traits; AL NE; SV Fort
+1, Ref +4, Will +4; Str -, Dex 12, Con -, Int 11, Wis 11, Cha 18
Skills and Feats: Hide +8, Intimidate +7, Listen +7, Search +4, Spot +7,
Survival +0 (+2 following tracks); Improved Initiative, Lightning Reflexes
Room #6
North Entry
Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15
hp)
Leads to room #26, inhabited by 8 x Wraith
South Entry
Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23; hard 5, 20
hp)
The door is concealed behind a statue of a troll archer, and opened by
pulling an arrow in its quiver
Falling Block: CR 10; mechanical; location trigger; no reset; Atk +12
melee (10d6); multiple targets (all targets in a 10 ft. square area);
Search DC 28; Disable Device DC 26
Leads to room #5, inhabited by 12 x Allip
Room #7
Room Features
A set of demonic war masks hangs on the west wall, A rusted chain shirt
lies in the south-west corner of the room
West Entry
Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15
hp)
East Entry
Room Features
Monster
Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
The walls have been engraved with alien symbols, Iron chains hang from
the ceiling in the north side of the room
13 x Ghast (ghoul)
Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6
squares); AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2;
Grp +5; Atk +5 melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3
plus paralysis, bite) and +3 melee (1d4+1 plus paralysis, 2 claws);
Space/Reach 5 ft./5 ft.; SA Ghoul fever, paralyis, stench; SQ Darkvision 60
ft., undead traits, +2 turn resistance; AL CE; SV Fort +1, Ref +4, Will +6; Str
17, Dex 17, Con -, Int 13, Wis 14, Cha 16
Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently
+8, Spot +8; Multiattack, Toughness
Treasure: 1600 gp; hoard total 1600 gp
Room #8
North Entry
West Entry #1
Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20
hp)
Secret (Search DC 20) Locked Stone Door (Open Lock DC 30, break DC 28;
hard 8, 60 hp)
The door is designed to make noise when opened
West Entry #2
Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20
hp)
Leads to room #17
East Entry
Secret (Search DC 25) Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
The door is concealed within an upright sarcophagus
Empty
Room #9
North Entry
Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20
hp)
Leads to room #24, inhabited by 10 x Ettin Skeleton
East Entry #1
Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15
hp)
East Entry #2
Trapped and Locked Strong Wooden Door (Open Lock DC 40, break DC 25;
hard 5, 20 hp)
Destruction Trap: CR 8; magic device; touch trigger (alarm); automatic
reset; spell effect (Destruction, 13th level cleric, DC 20 Fort save for
10d6 damage); Search DC 32; Disable Device DC 32
Room Features
Monster
Spirals of yellow stones cover the floor, Someone has scrawled "The curse
can never be broken" on the north wall
10 x Wight
Wight: CR 3; Medium undead; HD 4d12; hp 26; Init +1; Spd 30 ft. (6
squares); AC 15 (+1 dex, +4 natural), touch 11, flat-footed 14; Base Atk +2;
Grp +3; Atk +3 melee (1d4+1 plus energy drain, slam); Full Atk +3 melee
(1d4+1 plus energy drain, slam); Space/Reach 5 ft./5 ft.; SA Create spawn,
energy drain; SQ Darkvision 60 ft., undead traits; AL LE; SV Fort +1, Ref
+2, Will +5; Str 12, Dex 12, Con -, Int 11, Wis 13, Cha 15
Skills and Feats: Hide +8, Listen +7, Move Silently +16, Spot +7; Alertness,
Blind-Fight
Room #10
North Entry
Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20
hp)
South Entry #1
Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20
hp)
South Entry #2
South Entry #3
Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10
hp)
Leads to room #17
Empty
Room #11
North Entry
Trapped and Unlocked Stone Door (hard 8, 60 hp) (slides up, +2 to break
DC)
Well-Camouflaged Pit Trap: CR 8; mechanical; location trigger; repair
reset; DC 20 Reflex save avoids; 100 ft. deep (10d6, fall); Search DC
27; Disable Device DC 18
Leads to room #74
West Entry
Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15
hp)
South Entry #1
Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp) (slides down, +1 to break DC)
The door is concealed within the mouth of a demonic face carved from
stone
South Entry #2
Trapped and Locked Good Wooden Door (Open Lock DC 20, break DC 18;
hard 5, 15 hp)
Wail of the Banshee Trap: CR 10; magic device; proximity trigger
(alarm); automatic reset; spell effect (Wail of the Banshee, 17th level
wizard, DC 23 Fort save negates); multiple targets (up to 17 creatures);
Search DC 34; Disable Device DC 34
Room Features
Monster
A forge and anvil sit in the north-west corner of the room, A broken hammer
lies in the north-west corner of the room
8 x Ogre Zombie
Ogre zombie: CR 3; Large undead; HD 8d12+3; hp 55; Init -2; Spd 40 ft. (8
squares; can't run); AC 15 (-1 size, -2 dex, +8 natural), touch 7, flat-footed
15; Base Atk +4; Grp +14; Atk +9 melee (2d8+9, greatclub) or +9 melee
(1d8+9, slam) or +1 ranged (1d8+6, javelin); Full Atk +9 melee (2d8+9,
greatclub) or +9 melee (1d8+9, slam) or +1 ranged (1d8+6, javelin);
Space/Reach 10 ft./10 ft.; SA -; SQ Single actions only, damage reduction
5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +2, Ref +0, Will
+6; Str 23, Dex 6, Con -, Int -, Wis 10, Cha 1
Skills and Feats: -; Toughness
Trap
Room #12
North Entry #1
Wail of the Banshee Trap: CR 10; magic device; proximity trigger (alarm);
automatic reset; spell effect (Wail of the Banshee, 17th level wizard, DC
23 Fort save negates); multiple targets (up to 17 creatures); Search DC 34;
Disable Device DC 34
Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15
hp)
Leads to room #31, inhabited by 3 x Wight
North Entry #2
Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20
hp)
Leads to room #30
West Entry
Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10
hp)
Leads to room #63, inhabited by 9 x Wraith
South Entry
Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23; hard 5, 20
hp)
The door is concealed behind a statue of a noble king, and opened by
stabbing a sword into his back
Room #13
Room Features
North Entry #1
Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
Leads to room #14
North Entry #2
Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15;
hard 5, 10 hp)
Wide-Mouth Pit Trap: CR 9; mechanical; location trigger; manual reset;
DC 25 Reflex save avoids; 100 ft. deep (10d6, fall); multiple targets
(all targets within a 10 ft. by 10 ft. area); Search DC 25; Disable
Device DC 25
Leads to room #2
West Entry
Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10
hp)
Leads to room #66
East Entry
South Entry #1
South Entry #2
Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20
hp)
Empty
Room #14
North Entry
Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp) (slides
down, +1 to break DC)
Leads to room #2
South Entry
Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
Leads to room #13
Room #15
Room Features
A group of monstrous faces have been carved into the south wall, A warped
spear lies in the west side of the room
North Entry #1
North Entry #2
Secret (Search DC 20) Locked Simple Wooden Door (Open Lock DC 30,
break DC 15; hard 5, 10 hp)
The door is concealed behind a statue of a terrified maiden, and
opened by breaking her neck
West Entry #1
Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
West Entry #2
Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20
hp)
Leads to room #56
South Entry
Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15
hp)
Leads to room #41
Monster
8 x Allip
Allip: CR 3; Medium undead (incorporeal); HD 4d12; hp 26; Init +5; Spd Fly
30 ft. (perfect) (6 squares); AC 15 (+1 dex, +4 deflection), touch 15, flatfooted 14; Base Atk +2; Grp -; Atk +3 melee (1d4 Wisdom drain, incorporeal
touch); Full Atk +3 melee (1d4 Wisdom drain, incorporeal touch);
Space/Reach 5 ft./5 ft.; SA Babble, madness, Wisdom drain; SQ Darkvision
60 ft., incorporeal traits, +2 turn resistance, undead traits; AL NE; SV Fort
+1, Ref +4, Will +4; Str -, Dex 12, Con -, Int 11, Wis 11, Cha 18
Skills and Feats: Hide +8, Intimidate +7, Listen +7, Search +4, Spot +7,
Survival +0 (+2 following tracks); Improved Initiative, Lightning Reflexes
Room #16
North Entry #1
Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
The door is located near the ceiling and concealed behind an area of
slime
North Entry #2
West Entry
Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
A bookcase and concealed door pivots smoothly
Leads to room #52, inhabited by 6 x Ghast
East Entry
Secret (Search DC 25) Stuck Iron Door (break DC 28; hard 10, 60 hp)
The door is concealed within the mouth of a demonic face carved from
stone
Room Features
Monster
Chanting can be heard in the east side of the room, Several barrel staves
are scattered throughout the room
12 x Ogre Zombie
Ogre zombie: CR 3; Large undead; HD 8d12+3; hp 55; Init -2; Spd 40 ft. (8
squares; can't run); AC 15 (-1 size, -2 dex, +8 natural), touch 7, flat-footed
15; Base Atk +4; Grp +14; Atk +9 melee (2d8+9, greatclub) or +9 melee
(1d8+9, slam) or +1 ranged (1d8+6, javelin); Full Atk +9 melee (2d8+9,
greatclub) or +9 melee (1d8+9, slam) or +1 ranged (1d8+6, javelin);
Space/Reach 10 ft./10 ft.; SA -; SQ Single actions only, damage reduction
5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +2, Ref +0, Will
+6; Str 23, Dex 6, Con -, Int -, Wis 10, Cha 1
Skills and Feats: -; Toughness
Room #17
North Entry #1
Secret (Search DC 20) Stuck Strong Wooden Door (break DC 23; hard 5, 20
hp)
A bookcase and concealed door pivots smoothly
North Entry #2
Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10
hp)
Leads to room #10
West Entry
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Falling Block: CR 12; mechanical; location trigger; no reset; Atk +14
melee (11d6); multiple targets (all targets in a 10 ft. square area);
Search DC 24; Disable Device DC 26
Leads to room #3, inhabited by 7 x Wraith
East Entry
Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20
hp)
Leads to room #8
Empty
Room #18
West Entry
Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15
hp)
East Entry #1
Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10
hp)
East Entry #2
Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
Room #19
East Entry #1
A large kiln and coal bin sit in the north side of the room, A blood-soaked
blanket lies in the west side of the room
Secret (Search DC 30) Trapped and Stuck Good Wooden Door (break DC
18; hard 5, 15 hp)
The door is concealed behind a pile of skulls
Magic Missle Trap: CR 11; magic device; visual trigger (true seeing);
no reset; magic missile (9d6 force damage); never miss; Search DC 24;
Disable Device DC 26
East Entry #2
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Thunderstone Mine: CR 12; magic device; location trigger; no reset;
thunder blast (12d6 sonic damage, DC 18 Fort save for half damage);
multiple targets (all targets in a 10 ft. radius burst); Search DC 28;
Disable Device DC 28
South Entry
Secret (Search DC 30) Trapped and Unlocked Simple Wooden Door (hard 5,
10 hp)
The door is concealed by an illusion
Contact Poison: CR 12; mechanical; touch trigger, no reset; contact
poison (nitharit [contact, Fort DC 13, 0/3d6 Con]); Search DC 26;
Disable Device DC 26
Empty
Room #20
North Entry #1
North Entry #2
Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC 18;
hard 5, 15 hp)
Falling Block: CR 11; mechanical; location trigger; no reset; Atk +14
melee (11d6); multiple targets (all targets in a 10 ft. square area);
Search DC 28; Disable Device DC 28
East Entry
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Arrow Trap: CR 12; mechanical; location trigger; manual reset; Atk +16
ranged (12d6/x3); Search DC 26; Disable Device DC 26
Leads to room #29
Room Features
Room #21
West Entry
East Entry
A stream of acid flows along a channel in the floor, A pile of rotten leather
lies in the west side of the room
Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp) (slides
down, +1 to break DC)
Secret (Search DC 25) Locked Stone Door (Open Lock DC 25, break DC 28;
hard 8, 60 hp)
A trap door in the floor leads to a short tunnel beneath the wall
South Entry
Monster
8 x Wraith
Wraith: CR 5; Medium undead (incorporeal); HD 5d12; hp 32; Init +7; Spd
Fly 60 ft. (good) (12 squares); AC 15 (+3 dex, +2 deflection), touch 15, flatfooted 12; Base Atk +2; Grp -; Atk +5 melee (1d4 plus 1d6 Constitution
drain, incorporeal touch); Full Atk +5 melee (1d4 plus 1d6 Constitution
drain, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Constitution drain,
create spawn; SQ Darkvision 60 ft., daylight powerlessness, incorporeal
traits, +2 turn resistance, undead traits, unnatural aura; AL LE; SV Fort +1,
Ref +4, Will +6; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15
Skills and Feats: Diplomacy +6, Hide +11, Intimidate +10, Listen +12,
Search +10, Sense Motive +8, Spot +12, Survival +2 (+4 following tracks);
Alertness, Blind-Fight, Combat Reflexes, Improved Initiative
Room #22
West Entry #1
Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
West Entry #2
Secret (Search DC 25) Trapped and Unlocked Strong Wooden Door (hard 5,
20 hp)
The door is concealed within a mosaic of a legendary battle
Destruction Trap: CR 8; magic device; touch trigger (alarm); automatic
reset; spell effect (Destruction, 13th level cleric, DC 20 Fort save for
10d6 damage); Search DC 32; Disable Device DC 32
West Entry #3
Room Features
Room #23
West Entry
Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20
hp)
A rope ascends to a wooden platform in the center of the room, A tile
labyrinth covers the floor
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Teleporter Crystal: CR 10; magic device; touch trigger; no reset;
teleport (teleported one level down, DC 16 Will save negates); Search
DC 24; Disable Device DC 28
Leads to room #33, inhabited by 4 x Ghast and 9 x Ghoul
South Entry
Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Guillotine Blade: CR 8; mechanical; location trigger; manual reset; Atk
+13 melee (7d6/19-20); Search DC 22; Disable Device DC 26
Room Features
Monster
Several iron cages are scattered throughout the room, Someone has
scrawled "Stortgiua was here" on the south wall
5 x Spectre
Spectre: CR 7; Medium undead (incorporeal); HD 7d12; hp 45; Init +7; Spd
40 ft. (8 squares), fly 80 ft. (perfect); AC 15 (+3 dex, +2 deflection), touch
15, flat-footed 13; Base Atk +3; Grp -; Atk +6 melee (1d8 plus energy drain,
incorporeal touch); Full Atk +6 melee (1d8 plus energy drain, incorporeal
touch); Space/Reach 5 ft./5 ft.; SA Energy drain, create spawn; SQ
Darkvision 60 ft., incorporeal traits, +2 turn resistance, sunlight
powerlessness, undead traits, unnatural aura; AL LE; SV Fort +2, Ref +5,
Will +7; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15
Skills and Feats: Hide +13, Intimidate +12, Knowledge (religion) +12,
Listen +14, Search +12, Spot +14, Survival +2 (+4 following tracks);
Alertness, Blind-Fight, Improved Initiative
Room #24
South Entry
Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20
hp)
Leads to room #9, inhabited by 10 x Wight
Room Features
A set of demonic war masks hangs on the west wall, A rotting odor fills the
north-east corner of the room
10 x Ettin Skeleton
Ettin skeleton: CR 5; Large undead; HD 10d12; hp 65; Init +4; Spd 40 ft. (8
squares); AC 11 (-1 size, +2 natural), touch 9, flat-footed 11; Base Atk +5;
Grp +15; Atk +10 melee (2d6+6, morningstar) or +10 melee (1d6+6, claw) or
+4 ranged (1d8+6, javelin); Full Atk +10 melee (2d6+6, 2 morningstars) or
+10 melee (1d6+6, 2 claws) or +4 ranged (1d8+6, 2 javelins); Space/Reach
10 ft./10 ft.; SA -; SQ Damage reduction 5/bludgeoning, darkvision 60 ft.,
darkvision 60 ft., immunity to cold, superior twoweapon; AL NE; SV Fort
+3, Ref +3, Will +7; Str 23, Dex 10, Con -, Int -, Wis 10, Cha 1
Skills and Feats: ; Improved Initiative
Room #25
North Entry #1
North Entry #2
East Entry
Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Wide-Mouth Pit Trap: CR 9; mechanical; location trigger; manual reset;
DC 25 Reflex save avoids; 100 ft. deep (10d6, fall); multiple targets
(all targets within a 10 ft. by 10 ft. area); Search DC 25; Disable
Device DC 25
Room Features
Monster
Numerous pillars line the east wall, A pile of rotting wood lies in the east
side of the room
3 x Spectre
Spectre: CR 7; Medium undead (incorporeal); HD 7d12; hp 45; Init +7; Spd
40 ft. (8 squares), fly 80 ft. (perfect); AC 15 (+3 dex, +2 deflection), touch
15, flat-footed 13; Base Atk +3; Grp -; Atk +6 melee (1d8 plus energy drain,
incorporeal touch); Full Atk +6 melee (1d8 plus energy drain, incorporeal
touch); Space/Reach 5 ft./5 ft.; SA Energy drain, create spawn; SQ
Darkvision 60 ft., incorporeal traits, +2 turn resistance, sunlight
powerlessness, undead traits, unnatural aura; AL LE; SV Fort +2, Ref +5,
Will +7; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15
Skills and Feats: Hide +13, Intimidate +12, Knowledge (religion) +12,
Listen +14, Search +12, Spot +14, Survival +2 (+4 following tracks);
Alertness, Blind-Fight, Improved Initiative
Trap
Room #26
North Entry
Acid Turret: CR 12; magic device; visual trigger (arcane eye); duration 5
rounds; no reset; acid spray (8d6 acid damage for 1d4 rounds, DC 14 Reflex
save for half damage); Search DC 28; Disable Device DC 24
Trapped and Locked Stone Door (Open Lock DC 20, break DC 28; hard 8,
60 hp)
Guillotine Blade: CR 11; mechanical; location trigger; manual reset;
Atk +12 melee (10d6/19-20); Search DC 26; Disable Device DC 24
Leads to room #56
West Entry
Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
The door is concealed within the mouth of a gargantuan skull carved
from stone
Leads to room #34
East Entry
Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
East Entry
Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Earthquake Trap: CR 8; magic device; proximity trigger (alarm);
automatic reset; spell effect (Earthquake, 13th level cleric, 65 ft.
radius, DC 15 or 20 Reflex save, depending on terrain); Search DC 32;
Disable Device DC 32
South Entry #1
Trapped and Locked Stone Door (Open Lock DC 40, break DC 28; hard 8,
60 hp)
Incendiary Cloud Trap: CR 9; magic device; proximity trigger (alarm);
automatic reset; spell effect (Incendiary Cloud, 15th level wizard,
4d6/round for 15 rounds, DC 22 Reflex save half damage); Search DC
33; Disable Device DC 33
South Entry #2
Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15
hp)
Leads to room #6
Room Features
Monster
A shallow pit lies in the north-west corner of the room, A dagger hilt lies in
the south side of the room
8 x Wraith
Wraith: CR 5; Medium undead (incorporeal); HD 5d12; hp 32; Init +7; Spd
Fly 60 ft. (good) (12 squares); AC 15 (+3 dex, +2 deflection), touch 15, flatfooted 12; Base Atk +2; Grp -; Atk +5 melee (1d4 plus 1d6 Constitution
drain, incorporeal touch); Full Atk +5 melee (1d4 plus 1d6 Constitution
drain, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Constitution drain,
create spawn; SQ Darkvision 60 ft., daylight powerlessness, incorporeal
traits, +2 turn resistance, undead traits, unnatural aura; AL LE; SV Fort +1,
Ref +4, Will +6; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15
Skills and Feats: Diplomacy +6, Hide +11, Intimidate +10, Listen +12,
Search +10, Sense Motive +8, Spot +12, Survival +2 (+4 following tracks);
Alertness, Blind-Fight, Combat Reflexes, Improved Initiative
Room #27
North Entry
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Wail of the Banshee Trap: CR 10; magic device; proximity trigger
(alarm); automatic reset; spell effect (Wail of the Banshee, 17th level
wizard, DC 23 Fort save negates); multiple targets (up to 17 creatures);
Search DC 34; Disable Device DC 34
Leads to room #62, inhabited by 6 x Ghast and 9 x Ghoul
West Entry
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Crushing Wall Trap: CR 10; mechanical; location trigger; automatic
reset; no attack roll required (18d6, crush); Search DC 20; Disable
Device DC 25
Room Features
Monster
Spirals of black stones cover the floor, Someone has scrawled "Upon the
third day of the Winter of Tombs, when the Dread Gate opens, the Hammer
of Wisdom shall be lost" in draconic script on the east wall
10 x Wight
Wight: CR 3; Medium undead; HD 4d12; hp 26; Init +1; Spd 30 ft. (6
squares); AC 15 (+1 dex, +4 natural), touch 11, flat-footed 14; Base Atk +2;
Grp +3; Atk +3 melee (1d4+1 plus energy drain, slam); Full Atk +3 melee
(1d4+1 plus energy drain, slam); Space/Reach 5 ft./5 ft.; SA Create spawn,
energy drain; SQ Darkvision 60 ft., undead traits; AL LE; SV Fort +1, Ref
+2, Will +5; Str 12, Dex 12, Con -, Int 11, Wis 13, Cha 15
Skills and Feats: Hide +8, Listen +7, Move Silently +16, Spot +7; Alertness,
Blind-Fight
Room #28
North Entry
Disable Device DC 16
South Entry #1
Trapped and Locked Strong Wooden Door (Open Lock DC 25, break DC 25;
hard 5, 20 hp)
Prismatic Spray Trap: CR 8; magic device; proximity trigger (alarm);
automatic reset; spell effect (Prismatic Spray, 13th level wizard, DC 20
Reflex, Fort, or Will save, depending on effect); Search DC 32; Disable
Device DC 32
South Entry #2
Room Features
Monster
A tile labyrinth covers the floor, A carved stone statue stands in the southwest corner of the room
7 x Ettin Skeleton
Ettin skeleton: CR 5; Large undead; HD 10d12; hp 65; Init +4; Spd 40 ft. (8
squares); AC 11 (-1 size, +2 natural), touch 9, flat-footed 11; Base Atk +5;
Grp +15; Atk +10 melee (2d6+6, morningstar) or +10 melee (1d6+6, claw) or
+4 ranged (1d8+6, javelin); Full Atk +10 melee (2d6+6, 2 morningstars) or
+10 melee (1d6+6, 2 claws) or +4 ranged (1d8+6, 2 javelins); Space/Reach
10 ft./10 ft.; SA -; SQ Damage reduction 5/bludgeoning, darkvision 60 ft.,
darkvision 60 ft., immunity to cold, superior twoweapon; AL NE; SV Fort
+3, Ref +3, Will +7; Str 23, Dex 10, Con -, Int -, Wis 10, Cha 1
Skills and Feats: ; Improved Initiative
Room #29
North Entry #1
Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
(slides up, +2 to break DC)
Arrow Trap: CR 12; mechanical; location trigger; manual reset; Atk +16
ranged (11d6/x3); Search DC 24; Disable Device DC 28
North Entry #2
Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10
hp)
North Entry #3
Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20
hp)
West Entry
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Arrow Trap: CR 12; mechanical; location trigger; manual reset; Atk +16
ranged (12d6/x3); Search DC 26; Disable Device DC 26
Leads to room #20
East Entry
Trapped and Locked Good Wooden Door (Open Lock DC 20, break DC 18;
hard 5, 15 hp)
Contact Poison: CR 11; mechanical; touch trigger, no reset; contact
poison (nitharit [contact, Fort DC 13, 0/3d6 Con]); Search DC 24;
Disable Device DC 24
Trap
Room #30
North Entry
East Entry #1
Energy Drain Trap: CR 10; magic device; visual trigger (true seeing);
automatic reset; Atk +8 ranged touch; spell effect (Energy Drain, 17th level
wizard, 2d4 negative levels for 24 hours, DC 23 Fort save negates); Search
DC 34; Disable Device DC 34
Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)
Earthmaw Trap: CR 11; magic device; location trigger; no reset;
earthmaw (10d6 damage, DC 18 Reflex save for half damage); Search
DC 24; Disable Device DC 26
Leads to room #37, inhabited by 6 x Ghast and 14 x Ghoul
East Entry #2
East Entry #2
South Entry
Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20
hp)
Leads to room #12
Room Features
Room #31
The floor is covered with ash, A ruined gauntlet lies in the east side of the
room
West Entry #1
Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
West Entry #2
Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
South Entry
Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15
hp)
Leads to room #12
Room Features
Monster
A stone dais sits in the east side of the room, The floor is covered in square
tiles, alternating white and black
3 x Wight
Wight: CR 3; Medium undead; HD 4d12; hp 26; Init +1; Spd 30 ft. (6
squares); AC 15 (+1 dex, +4 natural), touch 11, flat-footed 14; Base Atk +2;
Grp +3; Atk +3 melee (1d4+1 plus energy drain, slam); Full Atk +3 melee
(1d4+1 plus energy drain, slam); Space/Reach 5 ft./5 ft.; SA Create spawn,
energy drain; SQ Darkvision 60 ft., undead traits; AL LE; SV Fort +1, Ref
+2, Will +5; Str 12, Dex 12, Con -, Int 11, Wis 13, Cha 15
Skills and Feats: Hide +8, Listen +7, Move Silently +16, Spot +7; Alertness,
Blind-Fight
Room #32
East Entry
South Entry #1
Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
Secret (Search DC 20) Trapped and Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp) (slides down, +1 to break DC)
The door is concealed behind a statue of a dread vampire, and opened
by filling his chalice with blood
Teleporter Crystal: CR 12; magic device; touch trigger; no reset;
teleport (teleported one level down, DC 16 Will save negates); Search
DC 28; Disable Device DC 24
Leads to room #33, inhabited by 4 x Ghast and 9 x Ghoul
South Entry #2
Trapped and Locked Iron Door (Open Lock DC 25, break DC 28; hard 10,
60 hp)
One-way Door: CR 11; mechanical; Search DC 24; Disable Device DC
24
South Entry #3
Room #33
Room Features
A large kiln and coal bin sit in the east side of the room, Someone has
scrawled a strange symbol on the south wall
North Entry #1
Secret (Search DC 20) Trapped and Stuck Strong Wooden Door (break DC
23; hard 5, 20 hp) (slides down, +1 to break DC)
The door is concealed behind a statue of a dread vampire, and opened
by filling his chalice with blood
Teleporter Crystal: CR 12; magic device; touch trigger; no reset;
Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15
hp)
West Entry
Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
East Entry
Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Teleporter Crystal: CR 10; magic device; touch trigger; no reset;
teleport (teleported one level down, DC 16 Will save negates); Search
DC 24; Disable Device DC 28
Leads to room #23, inhabited by 5 x Spectre
Monster
Room #34
West Entry #1
Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15;
hard 5, 10 hp)
One-way Door: CR 9; mechanical; Search DC 22; Disable Device DC
24
West Entry #2
Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
The door is located above a small stone dais and concealed behind an
area of mold
Leads to room #47, inhabited by 6 x Ghast and 7 x Ghoul
East Entry
Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
The door is concealed within the mouth of a gargantuan skull carved
from stone
Leads to room #26, inhabited by 8 x Wraith
Empty
Room #35
East Entry #1
Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
East Entry #2
Trapped and Locked Strong Wooden Door (Open Lock DC 40, break DC 25;
hard 5, 20 hp)
Room #36
West Entry
East Entry
A large kiln and coal bin sit in the east side of the room, Someone has
scrawled a diagram of a mechanical trap on the east wall
Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10
hp)
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
(slides down, +1 to break DC)
Forcecage and Summon Monster VII Trap: CR 10; magic device;
proximity trigger (alarm); automatic reset; multiple traps (one
forcecage trap and one summon monster VII trap); spell effect
(Forcecage, 13th level wizard); spell effect (Summon Monster VII, 13th
level wizard, hamatula); Search DC 32; Disable Device DC 32
South Entry
Room Features
Monster
Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20
hp)
Several square holes are cut into the north and east walls, The sound of
footsteps can be heard in the south side of the room
10 x Mummy
Mummy: CR 5; Medium undead; HD 8d12+3; hp 55; Init +0; Spd 20 ft. (4
squares); AC 20 (+10 natural), touch 10, flat-footed 20; Base Atk +4; Grp
+11; Atk +11 melee (1d6+10 plus mummy rot, slam); Full Atk +11 melee
(1d6+10 plus mummy rot, slam); Space/Reach 5 ft./5 ft.; SA Despair,
mummy rot; SQ Damage reduction 5/-, darkvision 60 ft., undead traits,
vulnerability to fire; AL LE; SV Fort +4, Ref +2, Will +8; Str 24, Dex 10,
Con -, Int 6, Wis 14, Cha 15
Skills and Feats: Hide +7, Listen +8, Move Silently +7, Spot +8; Alertness,
Great Fortitude, Toughness
Treasure: 1700 gp; Citrine (50 gp), Tourmaline (120 gp), Violet Garnet (300
gp); Arcane Scroll (Shocking Grasp (25 gp), Animal Trance (200 gp), Spider
Climb (150 gp)) (total 375 gp), Eyes of the Eagle (2500 gp), Oil of
Shillelagh (50 gp); hoard total 5095 gp
Room #37
West Entry #1
Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
One-way Door: CR 12; mechanical; Search DC 24; Disable Device DC
26
West Entry #2
West Entry #3
East Entry
Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
The door is concealed within a mosaic of ancient mythology
Leads to room #42, inhabited by 9 x Wight
South Entry
Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10
hp)
Leads to room #49
Room Features
Monster
A sloped pit lined with iron spikes lies in the south-east corner of the room,
A stack of barrels filled with rotting fruit stands against the north wall
6 x Ghast (ghoul) and 14 x Ghoul
Monster
Room #38
West Entry
Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp) (slides down,
+1 to break DC)
Wide-Mouth Spiked Pit with Poisoned Spikes: CR 9; mechanical;
location trigger; manual reset; hidden lock bypass (Search DC 25,
Open Lock DC 30); DC 20 Reflex save avoids; 70 ft. deep (7d6, fall);
multiple targets (all targets within a 10 ft. by 10 ft. area); pit spikes
(Atk +10 melee, 1d4 spikes per target for 1d4+5 plus poison each);
poison (giant wasp poison [injury, Fort DC 18, 1d6 Dex/1d6 Dex]);
Search DC 20; Disable Device DC 20
East Entry
South Entry #1
Secret (Search DC 30) Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
The door is concealed behind a statue of a demonic sorceress, and
opened by moving her hand
South Entry #2
Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20
hp)
Empty
Room #39
North Entry #1
Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10
hp)
North Entry #2
Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
North Entry #3
Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10
hp)
West Entry
Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10
hp)
Leads to room #1
South Entry
Disable Device DC 24
Room Features
Monster
A chute falls into the room from above, A tile mosaic of vile acts covers
the floor
6 x Ettin Skeleton
Ettin skeleton: CR 5; Large undead; HD 10d12; hp 65; Init +4; Spd 40 ft. (8
squares); AC 11 (-1 size, +2 natural), touch 9, flat-footed 11; Base Atk +5;
Grp +15; Atk +10 melee (2d6+6, morningstar) or +10 melee (1d6+6, claw) or
+4 ranged (1d8+6, javelin); Full Atk +10 melee (2d6+6, 2 morningstars) or
+10 melee (1d6+6, 2 claws) or +4 ranged (1d8+6, 2 javelins); Space/Reach
10 ft./10 ft.; SA -; SQ Damage reduction 5/bludgeoning, darkvision 60 ft.,
darkvision 60 ft., immunity to cold, superior twoweapon; AL NE; SV Fort
+3, Ref +3, Will +7; Str 23, Dex 10, Con -, Int -, Wis 10, Cha 1
Skills and Feats: ; Improved Initiative
Room #40
North Entry
South Entry #1
South Entry #2
Monster
2 x Mummy
Mummy: CR 5; Medium undead; HD 8d12+3; hp 55; Init +0; Spd 20 ft. (4
squares); AC 20 (+10 natural), touch 10, flat-footed 20; Base Atk +4; Grp
+11; Atk +11 melee (1d6+10 plus mummy rot, slam); Full Atk +11 melee
(1d6+10 plus mummy rot, slam); Space/Reach 5 ft./5 ft.; SA Despair,
mummy rot; SQ Damage reduction 5/-, darkvision 60 ft., undead traits,
vulnerability to fire; AL LE; SV Fort +4, Ref +2, Will +8; Str 24, Dex 10,
Con -, Int 6, Wis 14, Cha 15
Skills and Feats: Hide +7, Listen +8, Move Silently +7, Spot +8; Alertness,
Great Fortitude, Toughness
Treasure: 400 gp; Deep Green Spinel Dice (pair) (500 gp), Fine Leather
Boots (400 gp), Gold Cloth Gown (1800 gp), Tooled Leather Talisman set
with Obsidian (500 gp); hoard total 3600 gp
Room #41
North Entry #1
Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15
hp)
Leads to room #15, inhabited by 8 x Allip
North Entry #2
Secret (Search DC 20) Locked Simple Wooden Door (Open Lock DC 25,
break DC 15; hard 5, 10 hp)
The door is concealed behind a tapestry of legendary monsters
West Entry
Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp) (slides to one side, +1 to break DC)
The door is concealed behind a tapestry of geometric patterns
East Entry #1
Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Contact Poison: CR 8; mechanical; touch trigger, no reset; contact
poison (Malyass Root Paste); Search DC 26; Disable Device DC 26
East Entry #2
Room #42
Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10
hp) (slides up, +2 to break DC)
Room Features
A carved stone statue stands in the east side of the room, A broken hammer
lies in the north-east corner of the room
West Entry
Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
The door is concealed within a mosaic of ancient mythology
Leads to room #37, inhabited by 6 x Ghast and 14 x Ghoul
East Entry #1
Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15;
hard 5, 10 hp)
Falling Block: CR 11; mechanical; location trigger; no reset; Atk +12
melee (11d6); multiple targets (all targets in a 10 ft. square area);
Search DC 26; Disable Device DC 28
Leads to room #57, inhabited by 4 x Mummy
East Entry #2
Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15
hp)
Leads to room #58
South Entry
Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10
hp)
Leads to room #49
Room Features
Monster
The walls have been engraved with endless spirals, Someone has scrawled
"In the Dominion of Orbs, when the Seal of Quests fails and the Silver
Crown is lost, the Citadel of Swords shall be restored" in goblin runes on
the south wall
9 x Wight
Wight: CR 3; Medium undead; HD 4d12; hp 26; Init +1; Spd 30 ft. (6
squares); AC 15 (+1 dex, +4 natural), touch 11, flat-footed 14; Base Atk +2;
Grp +3; Atk +3 melee (1d4+1 plus energy drain, slam); Full Atk +3 melee
(1d4+1 plus energy drain, slam); Space/Reach 5 ft./5 ft.; SA Create spawn,
energy drain; SQ Darkvision 60 ft., undead traits; AL LE; SV Fort +1, Ref
+2, Will +5; Str 12, Dex 12, Con -, Int 11, Wis 13, Cha 15
Skills and Feats: Hide +8, Listen +7, Move Silently +16, Spot +7; Alertness,
Blind-Fight
Room #43
East Entry
Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20
hp)
Leads to room #65, inhabited by 2 x Cloud Giant Skeleton
South Entry
Trapped and Locked Simple Wooden Door (Open Lock DC 40, break DC 15;
hard 5, 10 hp)
Insanity Mist Vapor Trap: CR 8; mechanical; location trigger; repair
reset; poison gas (insanity mist [inhaled, Fort DC 15, 1d4 Wis/2d6
Wis]); never miss; onset delay (1 round); multiple targets (all targets in
a 10 ft. by 10 ft. room); Search DC 25; Disable Device DC 20
Room Features
Room #44
West Entry
A narrow shaft falls into the room from above, A faded and torn tapestry
hangs from the north wall
East Entry
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Wide-Mouth Spiked Pit with Poisoned Spikes: CR 9; mechanical;
location trigger; manual reset; hidden lock bypass (Search DC 25,
Open Lock DC 30); DC 20 Reflex save avoids; 70 ft. deep (7d6, fall);
multiple targets (all targets within a 10 ft. by 10 ft. area); pit spikes
(Atk +10 melee, 1d4 spikes per target for 1d4+5 plus poison each);
poison (giant wasp poison [injury, Fort DC 18, 1d6 Dex/1d6 Dex]);
Search DC 20; Disable Device DC 20
South Entry
Trapped and Locked Stone Door (Open Lock DC 20, break DC 28; hard 8,
60 hp)
Destruction Trap: CR 8; magic device; touch trigger (alarm); automatic
reset; spell effect (Destruction, 13th level cleric, DC 20 Fort save for
10d6 damage); Search DC 32; Disable Device DC 32
Room Features
Room #45
West Entry
A stack of barrels filled with sand stands against the south wall, Several
pieces of rotten fruit are scattered throughout the room
Monster
9 x Ettin Skeleton
Ettin skeleton: CR 5; Large undead; HD 10d12; hp 65; Init +4; Spd 40 ft. (8
squares); AC 11 (-1 size, +2 natural), touch 9, flat-footed 11; Base Atk +5;
Grp +15; Atk +10 melee (2d6+6, morningstar) or +10 melee (1d6+6, claw) or
+4 ranged (1d8+6, javelin); Full Atk +10 melee (2d6+6, 2 morningstars) or
+10 melee (1d6+6, 2 claws) or +4 ranged (1d8+6, 2 javelins); Space/Reach
10 ft./10 ft.; SA -; SQ Damage reduction 5/bludgeoning, darkvision 60 ft.,
darkvision 60 ft., immunity to cold, superior twoweapon; AL NE; SV Fort
+3, Ref +3, Will +7; Str 23, Dex 10, Con -, Int -, Wis 10, Cha 1
Skills and Feats: ; Improved Initiative
Room #46
West Entry
South Entry
Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10
hp)
Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
The door is concealed within an upright sarcophagus
Leads to room #65, inhabited by 2 x Cloud Giant Skeleton
Empty
Room #47
West Entry
Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)
Leads to room #68
East Entry
Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
The door is located above a small stone dais and concealed behind an
area of mold
Leads to room #34
South Entry
Secret (Search DC 20) Locked Iron Door (Open Lock DC 30, break DC 28;
hard 10, 60 hp)
A bookcase and concealed door pivots smoothly
Room Features
A tile labyrinth covers the floor, A corroded chain lies in the east side of
the room
Monster
Room #48
West Entry #1
West Entry #2
Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
The door is concealed within the mouth of a demonic face carved from
stone
Leads to room #72, inhabited by 7 x Wight
South Entry
Room #49
Room Features
A fountain and statue of a God of Darkness sits in the east side of the
room, A sundered amulet lies in the west side of the room
North Entry #1
Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10
hp)
Leads to room #37, inhabited by 6 x Ghast and 14 x Ghoul
North Entry #2
Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10
hp)
Leads to room #42, inhabited by 9 x Wight
West Entry
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
(slides to one side, +1 to break DC)
One-way Door: CR 12; mechanical; Search DC 26; Disable Device DC
24
East Entry
Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
A bookcase and concealed door pivots smoothly
Room Features
Room #50
West Entry
Someone has scrawled "The Heroes of Heafield looted this place" on the
north wall, A dulled dagger lies in the center of the room
Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10
hp) (slides to one side, +1 to break DC)
Leads to room #73
South Entry #1
South Entry #2
Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15
hp)
Room Features
A splashing noise can be heard in the north side of the room, A pile of
rotten apples lies in the south side of the room
Monster
7 x Shadow
Shadow: CR 3; Medium undead (incorporeal); HD 3d12; hp 19; Init +2; Spd
Fly 40 ft. (good) (8 squares); AC 13 (+2 dex, +1 deflection), touch 13, flatfooted 11; Base Atk +1; Grp -; Atk +3 melee (1d6 Str, incorporeal touch);
Full Atk +3 melee (1d6 Str, incorporeal touch); Space/Reach 5 ft./5 ft.; SA
Create spawn, strength damage; SQ Darkvision 60 ft., incorporeal traits, +2
turn resistance, undead traits; AL CE; SV Fort +1, Ref +3, Will +4; Str -, Dex
14, Con -, Int 6, Wis 12, Cha 13
Skills and Feats: Hide +8*, Listen +7, Search +4, Spot +7; Alertness, Dodge
Room #51
South Entry #1
South Entry #2
Secret (Search DC 25) Stuck Good Wooden Door (break DC 18; hard 5, 15
hp) (slides down, +1 to break DC)
The door is concealed behind a statue of a noble king, and opened by
stabbing a sword into his back
Room Features
Monster
Trapped and Locked Strong Wooden Chest (Open Lock DC 25, break DC
25; hard 5, 20 hp)
Forcecage and Summon Monster VII Trap: CR 10; magic device; proximity
trigger (alarm); automatic reset; multiple traps (one forcecage trap and one
summon monster VII trap); spell effect (Forcecage, 13th level wizard); spell
effect (Summon Monster VII, 13th level wizard, hamatula); Search DC 32;
Disable Device DC 32
150 pp; Black Pearl (200 gp), Black Pearl (500 gp), Coral (120 gp), Violet
Garnet (400 gp); hoard total 2720 gp
Room #52
North Entry #1
Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Contact Poison: CR 11; mechanical; touch trigger, no reset; contact
poison (nitharit [contact, Fort DC 13, 0/3d6 Con]); Search DC 24;
Disable Device DC 24
North Entry #2
Secret (Search DC 20) Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
A bookcase and concealed door pivots smoothly
East Entry #1
Secret (Search DC 25) Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
The door is concealed within a mosaic of arcane patterns
East Entry #2
Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
A bookcase and concealed door pivots smoothly
Leads to room #16, inhabited by 12 x Ogre Zombie
South Entry
Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10
hp)
Leads to room #73
Monster
6 x Ghast (ghoul)
Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6
squares); AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2;
Grp +5; Atk +5 melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3
plus paralysis, bite) and +3 melee (1d4+1 plus paralysis, 2 claws);
Space/Reach 5 ft./5 ft.; SA Ghoul fever, paralyis, stench; SQ Darkvision 60
ft., undead traits, +2 turn resistance; AL CE; SV Fort +1, Ref +4, Will +6; Str
17, Dex 17, Con -, Int 13, Wis 14, Cha 16
Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently
+8, Spot +8; Multiattack, Toughness
Treasure: 800 gp; Iolite (50 gp), Red Spinel (120 gp), Rhodochrosite (11 gp),
Rhodochrosite (12 gp); Horn of Fog (2000 gp) (design provides clue to
function), Pearl of Power (2nd level) (4000 gp), Potion of Aid (300 gp);
hoard total 7293 gp
Room #53
North Entry
South Entry #1
Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)
South Entry #2
Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp) (slides up, +2 to break DC)
Room #54
North Entry #1
North Entry #2
Monster
Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20
hp)
8 x Wraith
Wraith: CR 5; Medium undead (incorporeal); HD 5d12; hp 32; Init +7; Spd
Fly 60 ft. (good) (12 squares); AC 15 (+3 dex, +2 deflection), touch 15, flatfooted 12; Base Atk +2; Grp -; Atk +5 melee (1d4 plus 1d6 Constitution
drain, incorporeal touch); Full Atk +5 melee (1d4 plus 1d6 Constitution
drain, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Constitution drain,
create spawn; SQ Darkvision 60 ft., daylight powerlessness, incorporeal
traits, +2 turn resistance, undead traits, unnatural aura; AL LE; SV Fort +1,
Ref +4, Will +6; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15
Skills and Feats: Diplomacy +6, Hide +11, Intimidate +10, Listen +12,
Search +10, Sense Motive +8, Spot +12, Survival +2 (+4 following tracks);
Alertness, Blind-Fight, Combat Reflexes, Improved Initiative
Room #55
North Entry
South Entry
Room Features
Room #56
North Entry
Locked Good Wooden Door (Open Lock DC 25, break DC 18; hard 5, 15
hp)
The floor is covered with ash, Several bent copper coins are scattered
throughout the room
Trapped and Locked Simple Wooden Door (Open Lock DC 40, break DC 15;
hard 5, 10 hp)
Electrified Lock: CR 9; magic device; touch trigger; no reset; electric
shock (7d6 electricity damage, DC 14 Reflex save for half damage);
Search DC 24; Disable Device DC 22
East Entry
Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20
hp)
Leads to room #15, inhabited by 8 x Allip
South Entry
Trapped and Locked Stone Door (Open Lock DC 20, break DC 28; hard 8,
60 hp)
Guillotine Blade: CR 11; mechanical; location trigger; manual reset;
Atk +12 melee (10d6/19-20); Search DC 26; Disable Device DC 24
Leads to room #26, inhabited by 8 x Wraith
Room Features
Room #57
North Entry
A tapestry of ghoulish carnage hangs from the west wall, A rusted sword
lies in the north side of the room
Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10
hp)
hp)
West Entry
Trapped and Locked Simple Wooden Door (Open Lock DC 20, break DC 15;
hard 5, 10 hp)
Falling Block: CR 11; mechanical; location trigger; no reset; Atk +12
melee (11d6); multiple targets (all targets in a 10 ft. square area);
Search DC 26; Disable Device DC 28
Leads to room #42, inhabited by 9 x Wight
East Entry #1
Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10,
60 hp)
Contact Poison: CR 9; mechanical; touch trigger, no reset; contact
poison (Malyass Root Paste); Search DC 26; Disable Device DC 26
East Entry #2
Room Features
Monster
Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20
hp)
A foul odor fills the east side of the room, A pair of boots lies in the northwest corner of the room
4 x Mummy
Mummy: CR 5; Medium undead; HD 8d12+3; hp 55; Init +0; Spd 20 ft. (4
squares); AC 20 (+10 natural), touch 10, flat-footed 20; Base Atk +4; Grp
+11; Atk +11 melee (1d6+10 plus mummy rot, slam); Full Atk +11 melee
(1d6+10 plus mummy rot, slam); Space/Reach 5 ft./5 ft.; SA Despair,
mummy rot; SQ Damage reduction 5/-, darkvision 60 ft., undead traits,
vulnerability to fire; AL LE; SV Fort +4, Ref +2, Will +8; Str 24, Dex 10,
Con -, Int 6, Wis 14, Cha 15
Skills and Feats: Hide +7, Listen +8, Move Silently +7, Spot +8; Alertness,
Great Fortitude, Toughness
Treasure: 1600 gp; Arcane Scroll (Blink (375 gp)) (total 375 gp), Horn of
Goodness/Evil (6500 gp) (inscription provides clue to function); hoard total
8475 gp
Room #58
West Entry
Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15
hp)
Leads to room #42, inhabited by 9 x Wight
East Entry
Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides down,
+1 to break DC)
Falling Block: CR 10; mechanical; location trigger; no reset; Atk +14
melee (10d6); multiple targets (all targets in a 10 ft. square area);
Search DC 26; Disable Device DC 26
Empty
Room #59
West Entry
South Entry
Monster
Room #60
West Entry
East Entry
Room #61
Room Features
Skeletons hang from chains and manacles against the east wall, A pile of
torches lies in the north-west corner of the room
East Entry
Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20
hp)
South Entry
Locked Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)
Leads to room #3, inhabited by 7 x Wraith
Empty
Room #62
West Entry
Secret (Search DC 30) Locked Good Wooden Door (Open Lock DC 40,
break DC 18; hard 5, 15 hp)
The door is concealed behind a statue of a terrified maiden, and
opened by breaking her neck
East Entry #1
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
(slides down, +1 to break DC)
Falling Block: CR 11; mechanical; location trigger; no reset; Atk +12
melee (10d6); multiple targets (all targets in a 10 ft. square area);
Search DC 24; Disable Device DC 26
East Entry #2
Secret (Search DC 30) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp) (magically reinforced, +10 to break DC)
The door is concealed within an upright sarcophagus
South Entry
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Wail of the Banshee Trap: CR 10; magic device; proximity trigger
(alarm); automatic reset; spell effect (Wail of the Banshee, 17th level
wizard, DC 23 Fort save negates); multiple targets (up to 17 creatures);
Search DC 34; Disable Device DC 34
Leads to room #27, inhabited by 10 x Wight
Monster
Room #63
West Entry
Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10,
60 hp)
Thunderstone Mine: CR 11; magic device; location trigger; no reset;
thunder blast (11d6 sonic damage, DC 16 Fort save for half damage);
multiple targets (all targets in a 10 ft. radius burst); Search DC 26;
Disable Device DC 26
East Entry
Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10
hp)
Leads to room #12
South Entry
Monster
Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10
hp)
9 x Wraith
Wraith: CR 5; Medium undead (incorporeal); HD 5d12; hp 32; Init +7; Spd
Fly 60 ft. (good) (12 squares); AC 15 (+3 dex, +2 deflection), touch 15, flatfooted 12; Base Atk +2; Grp -; Atk +5 melee (1d4 plus 1d6 Constitution
drain, incorporeal touch); Full Atk +5 melee (1d4 plus 1d6 Constitution
drain, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Constitution drain,
create spawn; SQ Darkvision 60 ft., daylight powerlessness, incorporeal
traits, +2 turn resistance, undead traits, unnatural aura; AL LE; SV Fort +1,
Ref +4, Will +6; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15
Skills and Feats: Diplomacy +6, Hide +11, Intimidate +10, Listen +12,
Search +10, Sense Motive +8, Spot +12, Survival +2 (+4 following tracks);
Alertness, Blind-Fight, Combat Reflexes, Improved Initiative
Hidden Treasure
Hidden (Search DC 20) Locked Simple Wooden Chest (Open Lock DC 25,
break DC 15; hard 5, 10 hp)
1700 gp; Hematite (9 gp), Malachite (14 gp), Rose Quartz (50 gp), Sardonyx
(60 gp); Divine Scroll (Jump (25 gp), Snare (150 gp)) (total 175 gp); hoard
total 2008 gp
Room #64
West Entry #1
Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15
hp)
West Entry #2
Monster
7 x Ghast (ghoul)
Ghast: CR 3; Medium undead; HD 4d12+3; hp 29; Init +3; Spd 30 ft. (6
squares); AC 17 (+3 dex, +4 natural), touch 12, flat-footed 14; Base Atk +2;
Grp +5; Atk +5 melee (1d8+3 plus paralysis, bite); Full Atk +5 melee (1d8+3
plus paralysis, bite) and +3 melee (1d4+1 plus paralysis, 2 claws);
Space/Reach 5 ft./5 ft.; SA Ghoul fever, paralyis, stench; SQ Darkvision 60
ft., undead traits, +2 turn resistance; AL CE; SV Fort +1, Ref +4, Will +6; Str
17, Dex 17, Con -, Int 13, Wis 14, Cha 16
Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently
+8, Spot +8; Multiattack, Toughness
Treasure: 110 pp; hoard total 1100 gp
Room #65
North Entry #1
North Entry #2
Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
The door is concealed within an upright sarcophagus
Leads to room #46
West Entry
Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20
hp)
Leads to room #43
South Entry
Trapped and Locked Iron Door (Open Lock DC 25, break DC 28; hard 10,
60 hp)
Electrified Lock: CR 9; magic device; touch trigger; no reset; electric
shock (9d6 electricity damage, DC 16 Reflex save for half damage);
Search DC 22; Disable Device DC 26
Room Features
Monster
Someone has scrawled "They ate Nine" on the west wall, The floor is
covered with slime
2 x Cloud Giant Skeleton
Cloud giant skeleton: CR 7; Huge undead; HD 17d12; hp 110; Init +6; Spd
50 ft. (10 squares); AC 13 (-2 size, +2 dex, +3 natural), touch 10, flat-footed
11; Base Atk +8; Grp +28; Atk +18 melee (4d6+18, gargantuan morningstar)
or +18 melee (1d8+12, claw) or +8 ranged (2d8+12, rock); Full Atk +18 /+13
melee (4d6+18, gargantuan morningstar) or +18 melee (1d8+12, 2 claws) or
+8 ranged (2d8+12, rock); Space/Reach 15 ft./15 ft.; SA -; SQ Damage
reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, oversize
weapon, undead traits; AL NE; SV Fort +5, Ref +7, Will +10; Str 35, Dex 15,
Con -, Int -, Wis 10, Cha 1
Skills and Feats: ; Improved Initiative
Room #66
East Entry
Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10
hp)
Leads to room #13
South Entry
Locked Iron Door (Open Lock DC 25, break DC 28; hard 10, 60 hp)
Leads to room #5, inhabited by 12 x Allip
Room Features
Room #67
North Entry
West Entry
An overwhelming stench fills the west side of the room, A rusted gauntlet
lies in the north-east corner of the room
Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
Trapped and Locked Simple Wooden Door (Open Lock DC 40, break DC 15;
hard 5, 10 hp)
Poisoned Spiked Pit Trap: CR 10; mechanical; location trigger; manual
reset; hidden lock bypass (Search DC 25, Open Lock DC 30); DC 20
Reflex save avoids; 50 ft. deep (5d6, fall); multiple targets (first target
in each of two adjacent 5 ft. squares); pit spikes (Atk +10 melee, 1d4
spikes per target for 1d4+5 plus poison each); poison (purple worm
poison [injury, Fort DC 24, 1d6 Str/2d6 Str]); Search DC 16; Disable
Device DC 25
Monster
8 x Mummy
Monster
8 x Mummy
Mummy: CR 5; Medium undead; HD 8d12+3; hp 55; Init +0; Spd 20 ft. (4
squares); AC 20 (+10 natural), touch 10, flat-footed 20; Base Atk +4; Grp
+11; Atk +11 melee (1d6+10 plus mummy rot, slam); Full Atk +11 melee
(1d6+10 plus mummy rot, slam); Space/Reach 5 ft./5 ft.; SA Despair,
mummy rot; SQ Damage reduction 5/-, darkvision 60 ft., undead traits,
vulnerability to fire; AL LE; SV Fort +4, Ref +2, Will +8; Str 24, Dex 10,
Con -, Int 6, Wis 14, Cha 15
Skills and Feats: Hide +7, Listen +8, Move Silently +7, Spot +8; Alertness,
Great Fortitude, Toughness
Treasure: 1800 gp; Gilded Wooden Pedestal inlaid with Orichalcum (5000
gp), Rosewood Statuette (of a Goddess of Ice) (700 gp), Small Tapestry
threaded with Fine Steel (1500 gp); hoard total 9000 gp
Room #68
West Entry
Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
East Entry #1
Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp)
Leads to room #47, inhabited by 6 x Ghast and 7 x Ghoul
East Entry #2
Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
South Entry #1
Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
South Entry #2
Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp) (slides up, +2
to break DC)
Thunderstone Mine: CR 11; magic device; location trigger; no reset;
thunder blast (10d6 sonic damage, DC 16 Fort save for half damage);
multiple targets (all targets in a 10 ft. radius burst); Search DC 28;
Disable Device DC 28
Leads to room #71
Empty
Room #69
North Entry
Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Falling Block: CR 12; mechanical; location trigger; no reset; Atk +16
melee (10d6); multiple targets (all targets in a 10 ft. square area);
Search DC 28; Disable Device DC 28
West Entry #1
Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
West Entry #2
Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
Leads to room #18
West Entry #3
Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20
hp)
West Entry #4
East Entry
Room #70
West Entry
Secret (Search DC 30) Locked Good Wooden Door (Open Lock DC 25,
break DC 18; hard 5, 15 hp)
The door is located near the ceiling and concealed behind a tapestry
of geometric patterns
Leads to room #71
South Entry
Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Power Word Stun Trap: CR 8; magic device; touch trigger; no reset;
spell effect (Power Word Stun, 13th level wizard); Search DC 32;
Disable Device DC 32
Monster
8 x Ettin Skeleton
Ettin skeleton: CR 5; Large undead; HD 10d12; hp 65; Init +4; Spd 40 ft. (8
squares); AC 11 (-1 size, +2 natural), touch 9, flat-footed 11; Base Atk +5;
Grp +15; Atk +10 melee (2d6+6, morningstar) or +10 melee (1d6+6, claw) or
+4 ranged (1d8+6, javelin); Full Atk +10 melee (2d6+6, 2 morningstars) or
+10 melee (1d6+6, 2 claws) or +4 ranged (1d8+6, 2 javelins); Space/Reach
10 ft./10 ft.; SA -; SQ Damage reduction 5/bludgeoning, darkvision 60 ft.,
darkvision 60 ft., immunity to cold, superior twoweapon; AL NE; SV Fort
+3, Ref +3, Will +7; Str 23, Dex 10, Con -, Int -, Wis 10, Cha 1
Skills and Feats: ; Improved Initiative
Room #71
North Entry
Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp) (slides up, +2
to break DC)
Thunderstone Mine: CR 11; magic device; location trigger; no reset;
thunder blast (10d6 sonic damage, DC 16 Fort save for half damage);
multiple targets (all targets in a 10 ft. radius burst); Search DC 28;
Disable Device DC 28
Leads to room #68
East Entry
Secret (Search DC 30) Locked Good Wooden Door (Open Lock DC 25,
break DC 18; hard 5, 15 hp)
The door is located near the ceiling and concealed behind a tapestry
of geometric patterns
Leads to room #70, inhabited by 8 x Ettin Skeleton
South Entry
Trapped and Locked Iron Door (Open Lock DC 25, break DC 28; hard 10,
60 hp)
Forcecage and Summon Monster VII Trap: CR 10; magic device;
proximity trigger (alarm); automatic reset; multiple traps (one
forcecage trap and one summon monster VII trap); spell effect
(Forcecage, 13th level wizard); spell effect (Summon Monster VII, 13th
level wizard, hamatula); Search DC 32; Disable Device DC 32
Empty
Room #72
West Entry
Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp) (magically
reinforced, +10 to break DC)
Guillotine Blade: CR 11; mechanical; location trigger; manual reset;
Atk +14 melee (10d6/19-20); Search DC 26; Disable Device DC 24
East Entry
Secret (Search DC 25) Stuck Simple Wooden Door (break DC 13; hard 5, 10
hp)
The door is concealed within the mouth of a demonic face carved from
stone
Leads to room #48
South Entry #1
South Entry #2
Locked Stone Door (Open Lock DC 30, break DC 28; hard 8, 60 hp)
Room Features
A tile labyrinth covers the floor, An unexplained breeze can be felt in the
south-east corner of the room
Monster
7 x Wight
Wight: CR 3; Medium undead; HD 4d12; hp 26; Init +1; Spd 30 ft. (6
squares); AC 15 (+1 dex, +4 natural), touch 11, flat-footed 14; Base Atk +2;
Grp +3; Atk +3 melee (1d4+1 plus energy drain, slam); Full Atk +3 melee
(1d4+1 plus energy drain, slam); Space/Reach 5 ft./5 ft.; SA Create spawn,
energy drain; SQ Darkvision 60 ft., undead traits; AL LE; SV Fort +1, Ref
+2, Will +5; Str 12, Dex 12, Con -, Int 11, Wis 13, Cha 15
Skills and Feats: Hide +8, Listen +7, Move Silently +16, Spot +7; Alertness,
Blind-Fight
Room #73
North Entry
Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10
hp)
Leads to room #52, inhabited by 6 x Ghast
West Entry
East Entry
Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10
hp) (slides to one side, +1 to break DC)
Leads to room #50, inhabited by 7 x Shadow
South Entry
Empty
Room #74
North Entry
South Entry
Trapped and Unlocked Stone Door (hard 8, 60 hp) (slides up, +2 to break
DC)
Well-Camouflaged Pit Trap: CR 8; mechanical; location trigger; repair
reset; DC 20 Reflex save avoids; 100 ft. deep (10d6, fall); Search DC
27; Disable Device DC 18
Leads to room #11, inhabited by 8 x Ogre Zombie
Room Features
The south and west walls have been engraved with incoherent labyrinths, A
simple fireplace sits against the west wall
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